Pause/Unpause Autotrash if cursor is empty. It gets really annoying to have to scroll through and find 5+ items to adjust to specific quantities. Yet now I get a headache having to always adjust auto-trash for every item that applies to my current project. It is an amazing feature that saves me a lot of headache. Assuming I even feel like it's that big of a deal in the first place.Īlso, whether you intended it that way or not, saying that including something like that is just "good ux" is implying that the current ux isn't good, and thus is an insult towards the devs (from my pov). Shift + P: Pauses Autotrash Shift + O: Pause logistic requests Shift + T: Add item on cursor to temporary trash. When Factorio devs added the auto trash functionality I was forever grateful. Or in cases where I can't let the flow stop, I'll run a temp bypass. Personally, if I don't want items off a belt, I handle it the same way as I would pre-bots: I rotate a belt segment prior to the area I'll be working in and let it clear out, then do my work and once done, rotate the belt back. You may want to mess arround with certain game elements or mods withouth having to worry about producing the resources. And I certainly don't think we need more options for "only use my personal roboport for blueprints", or even the opposite! (Just making the point right there.) Frankly, I feel like these types of niche use cases are mod territory. Factorio How to Get Real God Mode (Cheat Code) This is a complicated command that when executed in the chat, it will infinitely supply you with whatever you were requested in your logistic requester slots. The original request can already be handled by the in game trash options, though maybe there could be ways to improve that and make it easier to use (never used the Auto Trash mod, but maybe if there was some way to save and load predefined trash settings?). This feels less like a "good ux" issue and more of a "I want an option for this niche use case" which easily turns into other people wanting options for their niche use cases, and before you know it, you've got 50-100+ options for niche use cases. I'm not sure what's going on any more.Yeah, I gotta agree with sslik here. When accessing player-related functions through a LuaEntity, it must refer to a character entity. This is an abstract base class containing the common functionality between LuaPlayer and entities (see LuaEntity). Performing the same "trigger, fix, save, load, trigger" sequence surprised me when the same issue happened without any other mods loaded. Version 1.1.71 / Runtime Docs / Classes / LuaControl <> Class LuaControl abstract.It was a tedious cycle, and after doing it with about a dozen mods I decided to just disable everything except AutoTrash. Move to see if "invalid network" alert triggers. Move so the "invalid network" alert triggers.This issue also happens there, so it doesn't seem related to multiplayer at all. :)Īnd I've tried the same map in single-player, with AutoTrash 4.1.10 (the new version). Saves a click not having to first unset the invalid saved network. On the plus side, the new messaging and UX you added makes the problem easier to deal with. But the reference shouldn't become invalid in the first place. The information on this page pertains to a previous version of the game. Obviously if the saved reference becomes invalid, there's nothing AutoTrash could do to fix it. Auto character logistic trash slots (research) has been archived.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |